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184 lines
6.2 KiB
C++
184 lines
6.2 KiB
C++
// Copyright (c) 1999-2014 OPEN CASCADE SAS
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//
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// This file is part of Open CASCADE Technology software library.
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//
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// This library is free software; you can redistribute it and/or modify it under
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// the terms of the GNU Lesser General Public License version 2.1 as published
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// by the Free Software Foundation, with special exception defined in the file
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// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
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// distribution for complete text of the license and disclaimer of any warranty.
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//
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// Alternatively, this file may be used under the terms of Open CASCADE
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// commercial license or contractual agreement.
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/***********************************************************************
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FONCTION :
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----------
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Classe V3d_SpotLight :
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HISTORIQUE DES MODIFICATIONS :
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--------------------------------
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00-09-92 : GG ; Creation.
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************************************************************************/
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/*----------------------------------------------------------------------*/
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/*
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* Includes
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*/
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#include <Graphic3d_Structure.hxx>
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#include <Quantity_Color.hxx>
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#include <Standard_Type.hxx>
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#include <V3d.hxx>
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#include <V3d_BadValue.hxx>
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#include <V3d_Light.hxx>
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#include <V3d_View.hxx>
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#include <V3d_Viewer.hxx>
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IMPLEMENT_STANDARD_RTTIEXT(V3d_Light,Standard_Transient)
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// =======================================================================
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// function : V3d_Light
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// purpose :
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// =======================================================================
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V3d_Light::V3d_Light (const Handle(V3d_Viewer)& theViewer)
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{
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SetType (V3d_AMBIENT);
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theViewer->AddLight (this);
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}
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// =======================================================================
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// function : SetType
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// purpose :
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// =======================================================================
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void V3d_Light::SetType (const V3d_TypeOfLight theType)
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{
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myLight.Type = (Graphic3d_TypeOfLightSource)theType;
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}
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// =======================================================================
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// function : SetColor
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// purpose :
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// =======================================================================
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void V3d_Light::SetColor (const Quantity_Color& theColor)
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{
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myLight.Color.r() = static_cast<Standard_ShortReal> (theColor.Red());
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myLight.Color.g() = static_cast<Standard_ShortReal> (theColor.Green());
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myLight.Color.b() = static_cast<Standard_ShortReal> (theColor.Blue());
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}
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// =======================================================================
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// function : Type
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// purpose :
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// =======================================================================
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V3d_TypeOfLight V3d_Light::Type() const
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{
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return (V3d_TypeOfLight)myLight.Type;
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}
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// =======================================================================
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// function : SetIntensity
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// purpose :
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// =======================================================================
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void V3d_Light::SetIntensity (const Standard_Real theValue)
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{
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Standard_ASSERT_RAISE (theValue > 0.,
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"V3d_Light::SetIntensity, "
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"Negative value for intensity");
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myLight.Intensity = static_cast<Standard_ShortReal> (theValue);
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}
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// =======================================================================
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// function : Intensity
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// purpose :
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// =======================================================================
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Standard_Real V3d_Light::Intensity() const
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{
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return myLight.Intensity;
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}
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// =======================================================================
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// function : Smoothness
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// purpose :
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// =======================================================================
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Standard_Real V3d_Light::Smoothness() const
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{
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return myLight.Smoothness;
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}
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// =======================================================================
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// function : Headlight
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// purpose :
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// =======================================================================
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Standard_Boolean V3d_Light::Headlight() const
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{
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return myLight.IsHeadlight;
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}
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// =======================================================================
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// function : SetHeadlight
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// purpose :
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// =======================================================================
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void V3d_Light::SetHeadlight (const Standard_Boolean theValue)
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{
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myLight.IsHeadlight = theValue;
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}
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// =======================================================================
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// function : SymetricPointOnSphere
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// purpose :
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// =======================================================================
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void V3d_Light::SymetricPointOnSphere (const Handle(V3d_View)& aView, const Graphic3d_Vertex &Center, const Graphic3d_Vertex &aPoint, const Standard_Real Rayon, Standard_Real& X, Standard_Real& Y, Standard_Real& Z, Standard_Real& VX, Standard_Real& VY, Standard_Real& VZ ) {
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Standard_Real X0,Y0,Z0,XP,YP,ZP;
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Standard_Real PXP,PYP,DeltaX,DeltaY,DeltaZ;
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Standard_Real A,B,C,Delta,Lambda;
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Standard_Integer IPX,IPY;
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Center.Coord(X0,Y0,Z0);
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aPoint.Coord(XP,YP,ZP);
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aView->Project(XP,YP,ZP,PXP,PYP);
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aView->Convert(PXP,PYP,IPX,IPY);
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aView->ProjReferenceAxe(IPX,IPY,X,Y,Z,VX,VY,VZ);
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DeltaX = X0 - XP;
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DeltaY = Y0 - YP;
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DeltaZ = Z0 - ZP;
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// The point of intersection of straight lines defined by :
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// - Straight line passing by the point of projection and the eye
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// if this is a perspective, parralel to the normal of the view
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// if this is an axonometric view.
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// position in the view is parallel to the normal of the view
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// - The distance position of the target camera is equal to the radius.
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A = VX*VX + VY*VY + VZ*VZ ;
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B = -2. * (VX*DeltaX + VY*DeltaY + VZ*DeltaZ);
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C = DeltaX*DeltaX + DeltaY*DeltaY + DeltaZ*DeltaZ
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- Rayon*Rayon ;
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Delta = B*B - 4.*A*C;
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if ( Delta >= 0 ) {
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Lambda = (-B + Sqrt(Delta))/(2.*A);
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if ( Lambda >= -0.0001 && Lambda <= 0.0001 )
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Lambda = (-B - Sqrt(Delta))/(2.*A);
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X = XP + Lambda*VX;
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Y = YP + Lambda*VY;
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Z = ZP + Lambda*VZ;
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}
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else {
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X = XP; Y = YP; Z = ZP;
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}
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}
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// =======================================================================
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// function : IsDisplayed
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// purpose :
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// =======================================================================
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Standard_Boolean V3d_Light::IsDisplayed() const
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{
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if (myGraphicStructure.IsNull())
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{
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return Standard_False;
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}
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return myGraphicStructure->IsDisplayed();
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}
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